Marek — TrekHolding
Frontend & tools — HTML · JS · PY · LUA · LUAU

Game Mechanics & Scripting

Systems Developer • Core Game Architecture & Performance Optimization

Development Expertise

Specialized in developing core game mechanics, implementing scalable architecture patterns, and optimizing performance across multiple Roblox projects. This encompasses the foundational systems that power gameplay experiences, from basic player interactions to complex multiplayer mechanics.

Technical Specializations

  • Performance optimization techniques for high-player-count servers
  • Scalable code architecture supporting feature expansion
  • Memory management and garbage collection optimization
  • Event-driven programming patterns for responsive gameplay
  • Modular system design for maintainable codebases
  • Cross-platform compatibility and testing methodologies

Architecture Patterns

Implementing robust, maintainable systems that can scale with growing player bases and feature sets.

Modular Service Architecture

Modular Service Architecture

local GameService = {} GameService.__index = GameService function GameService.new(name, dependencies) local self = setmetatable({}, GameService) self.name = name self.dependencies = dependencies or {} self.initialized = false return self end function GameService:Initialize() if self.initialized then return end for _, dependency in pairs(self.dependencies) do if not dependency.initialized then dependency:Initialize() end end self.initialized = true print(self.name .. " service initialized") end

Performance Optimization Pattern

local ObjectPool = {} local availableObjects = {} local activeObjects = {} local function getFromPool(objectType) if #availableObjects > 0 then local obj = table.remove(availableObjects, #availableObjects) table.insert(activeObjects, obj) return obj else local newObj = createNewObject(objectType) table.insert(activeObjects, newObj) return newObj end end local function returnToPool(obj) for i, activeObj in ipairs(activeObjects) do if activeObj == obj then table.remove(activeObjects, i) table.insert(availableObjects, obj) break end end end

Event-Driven System Pattern

local EventSystem = {} local eventListeners = {} function EventSystem:Subscribe(eventName, callback) if not eventListeners[eventName] then eventListeners[eventName] = {} end table.insert(eventListeners[eventName], callback) end function EventSystem:Publish(eventName, data) if eventListeners[eventName] then for _, callback in ipairs(eventListeners[eventName]) do spawn(function() callback(data) end) end end end

Project Details

Role
Systems Developer
Scope
Multiple Projects
Focus
Performance & Architecture
Experience
8+ Years Development

Technologies

Luau
Performance Optimization
Scalable Architecture
Core Mechanics
Code Quality

Development Practices

  • Object pooling for memory efficiency
  • Event-driven architecture patterns
  • Modular service-based design
  • Performance profiling and optimization
  • Code documentation and standards
  • Testing and quality assurance
  • Version control and collaboration